GAMES


RECENT REVIEWS
 Final Fantasy VIII
 Homeworld
 Tunguska: Legend of Faith
 Outcast
 Command & Conquer: Tiberian Sun
 Star Trek: Starfleet Command
 System Shock 2
 Sci-Fi Pinball
 Heavy Gear II
 MechWarrior 3


Request a review

Gallery

Back issues

Search

Feedback

Submissions

The Staff

Home



Suggestions


Space Invaders

An arcade classic gets a make over, but can't hide its age

* Space Invaders
* By Activision
* Sony PlayStation
* MSRP $34.99

Review by Shaun Conlin

Just like the first generation version of Space Invaders--the famous coin-operated video game that hit the arcades some 20 years ago--this PlayStation incarnation allows players to take control of a chunky little mobile gun turret with all the freedom of movement that left-to-right and back again allow.

Our Pick: C

The object of the game is to thwart an alien invading force that presses down upon the little turret, which is hunkered at the bottom of the screen. Also like the original version, the alien force always falls into formation and marches back and forth across the screen like so many sitting ducks.

There are two elements that hold Space Invaders above simple target-shooting status, the first of which is the progressive nature of the alien formation. As the slug-paced swarm makes a complete trek from one side of the screen to the other, it advances one step closer to the ground, and should one little alien complete its march to the bottom, it's all over. Adding to that difficulty curve, the formation marches faster as its numbers become depleted, though they don't close ranks. Eventually, players are confounded by one or two little antagonists sprinting across the screen (not to mention the occasional big bad "boss").

The second element that made the original Space Invaders so ornery shows its face at this point. Firepower by default is extremely limited. In fact, the turret can only fire one round at a time and the player cannot fire again until that first projectile either hits something or commits itself to the vast abyss beyond the top of the screen. The slow reload combined with one or two deviant aliens tearing around is what makes the Space Invaders franchise so successful: It offers a simple, easy-to-understand premise combined with a demand for skill, patience and timing.

New-age Invaders....

The problem with an "updated" game like Space Invaders stems from the fact that there is very little to work with in the first place. Video games evolved from basic, low-speed target shooting to complex, multitask extravaganzas simply because consumers demanded such complexity. The new Space Invaders is an unsophisticated game in an ultra-sophisticated gaming world and, as such, it does not pass muster.

Activision certainly did its part in revitalizing this classic, redrawing the entire game with modern 3-D models, resplendent visuals, a fully animated opening movie sequence and colorful sound samples. Too, this new Space Invaders contains the requisite power-up incentives so prevalent in today's video games. Doomsday devices that obliterate up to half a swarm of aliens in one fell swoop give gamers a sense of immediate gratification not afforded in the original rendition.

And while the alien hordes now march in much more diverse patterns--rather than rows--the risk of missing a target and waiting that entire heartbeat for a reload is eased by the simple, spoon-feeding bonus item, the "double shot." This, combined with similar smart-bomb weapons, makes this new Space Invaders as much a button-mashing frenzy as a game of skill, control and timing.

I asked one of Activision's marketing people, does a modernized Space Invaders really need be made in the first place? What can it offer other than nostalgia and graphic glory that hides an unsophisticated base game? She replied, "Yes, consumers have shown that the old games are still in demand" and "casual gamers don't want super-complex games anyway. They like it simple." In the end she may be right, but I would have been more impressed if she covertly answered "no" and "nothing." -- Shaun


Home

News of the Week | On Screen | Off the Shelf | Classics
Cool Stuff | Games | Site of the Week | Letters | Interview


Copyright © 1998-2006, Science Fiction Weekly (TM). All rights reserved. Reproduction in any medium strictly prohibited. Maintained by scifiweekly@scifi.com.